The Godi doesn’t count because it’s a slow unit that’s only effective against mythical units.
How is a Norse supposed to deal with long-range archer spam if they don’t have efficient long-range units to counter it?
It doesn’t make sense to attack an army of long-range archers with melee units like the Huskarl, which are expensive and weak against other melee units.
The Chinese have two long-range archers and hero archers.
The Greeks have long-range archers and counter archers.
The Egyptians have long-range chariot archers and an Egyptian Slinger, which even has a longer attack range than the Godi.
The Atlanteans have horse archers and and arcus (long-range archer ) that can become heroes and have a very fast firing rate.
the Norse???
Cavalry against archers isn’t a solution because all pantheons have counter-archer cavalry, and unfortunately, cavalry against archers is very weak against melee units.
This is part of the specific design and fundamental balance of the game. Extended Edition tried to “fix” it by adding in the Bogsveigir, and it was very poorly received. Yes, the Norse lack a good range unit. And the Greeks lack good healing. Eggy lacks early raiding. Atty can’t siege from afar. Different civs have different strengths; that’s part of the interesting asymmetric balance of this game.
AoM has asymmetric factions. Not every faction needs access to the same units and have to be able to react to every situation in the same way.
In the case of Norse against Archers they need to rely on Raiding Cavalry and / or Huskarls. Both of them move faster than archers and thus can decide to only engage when it’s favorable for them.
As this thread has shown it is not fruitful to discuss with BornWinter52864. They do not argue in good faith, as you can see in the videos they provided where they A move the Norse army into their counters to “prove” Raiding Cavalry and Huskarls do not counter archers.
Huskarls are melee units, “not archers”. Huskarls are weak against most melee units. It doesn’t make sense to send Huskarls against archers because they will be defeated by other melee units along the way. Also, you can’t spam huskarl because they are only created in the Hill Fort so the huskarl is not a solution to defeat archer spam.
I know. I mean, if you play like the AI is playing you obviously is going to lose. For example, why is your cavalry fighting melee units instead of manouvering and hitting the archers? There’s a limit on how well someone can play without microing.
Because that’s what happens in real life, not all players are experts in unit micro-management. Not all players leave their archers exposed. There are always melee units defending the archers, and there are even formations to defend the archers
If you cant snipe the archers you shouldnt take this fight, unless you are forced to.
Playing bad is not a reason to be ashamed, but you should start to control yourself in these topics about things that are broken. They seem broken because you dont know how to properly play the game.
What you’re saying is off topic, it doesn’t make sense, you have no arguments. My level of play isn’t up for discussion because, as I mentioned, these are AI simulations, and not all players are experts in unit micromanagement.
How is it off topic? You asked for a solution to Norse. The solution is to learn how to play the game.
AI simulations are useless and you dont need to be an expert in microing units to not send you cavalry rightr against anti-cavalry units, instead of the archers one wants to kill.
Anyway, have a good day.
Im coherent and intelligent enough to know that 30 Cheiroballista cost 120 population and 40 Huskarls cost only 80 population.
HERE is what you should have done. And Im not even talking about resources. a Hero Cheiroballista, like we did costs waaaaaaay more than Huskarls, so the atlantean player needs a larger eco, which means less pop to army.
Six Huskarls costs 300 wood and 160 gold, which requires, without economic upgrades, 6 gatherers on wood and 3 dwarves on gold. Which translates to 9 villager population.
Three Cheiroballista costs 345 wood and 300 gold, which requires, without economic upgrades, 4 citizens on wood and 4 citizens on gold. This translates to 16 villager population. Or, if you rather military building idle time, you can have 3 citizen in each resource, but you are going to be outmassed against a unit that kills yours faster.
Both cases to constant unit production
10 archers are not considered a threat to anyone. The problem occurs when the opponent spams archers and you have no way to counter them because there comes a time when the Norse need to use long-range units to counter archers, and there is no unit that fulfills that function